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Instill Flame
Description
Elemental Instillment is a practice core to the identity of Elemental Knights. These martial invocations imbue a warrior's weapon with a variety of special effects, including a level of the instilled element and increased damage, as well as enabling spells to be readied while fighting. Imbuing one's weapon with fire-elemental energies grants normal attacks the ability to hit enemies in a larger area, as well as speeding the casting of fire magic and adding 5% of Max Damage to the caster's Magic Attack. The spell being readied during combat can be cast with Ctrl + Right Click. Spells cast in this manner are unaffected by the equipped weapon's Piercing stat, and their charge time cannot be reduced below 50%. The more adept one becomes at instilling an element, the faster the process will be, until it can be performed almost instantaneously. A small amount of MP and Stamina are required to maintain an Elemental Instillment. |
Details
- While the instillment is active, allows the wielder to charge Magic skills (excluding Blaze and Cleric skills) while being able to freely move and use Close Combat skills simultaneously while equipped with a close combat weapon.
- Magic cast while instillment is active will not take Piercing from the user's weapon into account.
- All magic cast via instillment will automatically charge up to the maximum casts available and be ready to cast afterwards. This appears as a smaller icon next to where the charging skills are normally seen.
- Magic skills charged with this method will not be interrupted or lose charges if the user is knocked back/knocked down.
- Compatible magic skills used after a Snap Cast will be loaded normally instead of being side-loaded.
- Ctrl+right-clicking the target will move the side-loaded magic to the primary loaded skill and fire it at the target. Pressing the same magic skill again will instead move the side-loaded magic to the primary loaded skill without firing it.
- During this time it is possible for the loaded magic skill to lose charges or be cancelled if the user is knocked down before successfully casting the skill.
- Magic skills that would restrict the user's movement while loaded such as Hail Storm will not allow you to move after it has become the active skill unless Spellwalk is also active.
- Increases the casting speed of Fire magic.
- Increases the user's minimum and maximum damage while the instillment is active.
- Converts 5% of the user's Max Damage to Magic Attack when attacking with Fire magic.
- Increases the splash range and splash damage of the user's normal attacks.
- While active, MP and Stamina will be slowly drained.
- Automatically de-activates when out of mana or stamina, and on death.
- Does not deactivate when switching out of a close combat weapon, however the effects will not apply without a proper weapon equipped.
- Applies bonus effects to Elemental Knight skills when active:
- Dynavolt Smash: Increases the skill's damage.
- Shattering Windmill: Increases the skill's damage.
- Blazing Assault Slash: Increases the skill's damage.
- Instilment will apply to any Close Combat Weapon equipped after activating the skill. It can be replaced by a different Instill skill or turned off.
- A Link 10 Elemental Knight can activate all 3 Elemental Instillments simultaneously.
Summary
Rank | N | F | E | D | C | B | A | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Required AP | - | 0 | 7 | 9 | 11 | 13 | 16 | 26 | 31 | 36 | 41 | 52 | 60 | 68 | 80 | 100 |
Required AP (Total) | - | 0 | 7 | 16 | 27 | 40 | 56 | 82 | 113 | 149 | 190 | 242 | 302 | 370 | 450 | 550 |
Additional HP | - | - | 10 | - | 10 | - | 10 | |||||||||
Additional HP (Total) | - | - | 10 | 20 | 30 | |||||||||||
Additional Mana | - | - | 5 | - | 5 | - | 5 | - | 5 | - | ||||||
Additional Mana (Total) | - | - | 5 | 10 | 15 | 20 | ||||||||||
Additional Str | - | - | 1 | - | 1 | - | 1 | - | 1 | - | 1 | |||||
Additional Str (Total) | - | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||
Cleave Range* | - | 120 | 150 | 170 | 200 | |||||||||||
Cleave Damage [%]* | 100 | |||||||||||||||
Min/Max Damage Increase [%] | - | 0.5 | 0.6 | 0.7 | 0.8 | 0.9 | 1.0 | 1.2 | 1.3 | 1.4 | 1.5 | 1.8 | 2.0 | 2.2 | 2.5 | 3.0 |
Highest Useable Magic Tier | Bolt | Intermediate | Advanced | |||||||||||||
Load Time [sec] | 1 | .5 | 0 | |||||||||||||
Skill CP (Total) | - | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Stat CP (Total) | - | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
*This amount is in addition to whatever the weapon innately has
Obtaining the Skill
- Complete A Dress Too Hot to Handle.
Training Method
Novice Rank
Rank F
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 2 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank E
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 3 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank D
Rank C
Rank B
Rank A
Rank 9
Rank 8
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 13 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 7
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 15 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 6
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 21 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 5
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 25 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 4
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 29 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 3
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 36 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 2
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 46 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 1
Method | Exp. | Count | Total |
---|---|---|---|
Cannot advance further. | 100.00 | 1 | 100.00 |
Trivia
- The elemental instillment update initially caused some Spirit Transformation Liqueur appearances to be displaced once activated.
References